Top: Game progression dependency graphs.
Bottom: Spatial graphs that shows where things are in the world.
A key for a locked gate is a direct dependency, but can be located far away spatially. Next step is making gameplay objects from the spatial graph nodes. #gamedev #procgen
The graph rendering used to be based on IMGUI with ugly matrix hacks but I spent today changing it to be based on Shapes by @[email protected] so it supports perspective and is just much nicer. It's an awesome library and the switch was very easy.
A few people pointed out Freya is here on Mastodon as well, just using a different handle: @Acegikmo
@runevision is this correct @Acegikmo or this @acegikmo (link from https://acegikmo.com/) or both
Freya's stuff

@lupin_de_mid @Acegikmo @acegikmo Both; she has multiple accounts. See the respective profile pages for more info.
@runevision Hi Rune, quick question: are the spatial graphs on the bottom based on voronoi?

@supremechlorophyll Hi Andrea, the spatial graph node positions are based on a layout algorithm similar to the one I describe in this post: https://blog.runevision.com/2016/04/puzzlegraph-puzzle-state-space.html

I do use Voronoi to create the thick pale blue lines that separate the different areas from each other. There's a Voronoi cell for each node, but only cell walls between nodes belonging to different areas are drawn.

Working with puzzle design through state space visualization

In the beginning of 2014 I was interested in procedurally generating computer games puzzles with typical elements like toggles, gates that c...

@runevision oh cool, so only a part of the voronoi network is visible. thank you for the explanation. I’m working on making a force-directed layout like that (as an on-and-off side project); this will be a useful reference!